Wielding Weaponry

If more than half the unit possesses a specific weapon, all members have access to the weapon in question. Units may use any such weapons, even if they would not be otherwise capable of it - this allows for mixed formations such as pike and shot or swords and shields alongsides polearms, though it will be more effective to use mixed-rank formations for this. Note that this does not apply to casualties fallen in battle - the unit is either equipped or it isn't.

Note that no model may equip more than two weapons, and may not carry multiple polearms. You will always choose a single specific weapon to use during any given phase, which may limit your activities - even if you have a shield and sword, if you elect to use your polearm in combat, these are not equipped that turn.

You may fight with as many weapons as can feasibly be wielded, granting an additional attack using each weapon - and a -1 to hit penalty. You may opt to use less weapons than are currently carried, losing the benefits and penalties in full.

Armoury

Presented here are the rules for non-magical weaponry. All equipment has an associated Cost, which can be spent when purchasing Equipment.

Poison (3)

Infantry

Flaming Brands (1)

Hand Weapons (1)

Improvised Weapons (0)

Daggers (1)

Double-Handed Weapons (2)

Flails (1)

Halberds (2)

Nets (2)

Pikes (1)

Spears (1)

Mounted

Mounted units use the speed of their mounts, modified as indicated and with an additional -0.5 Movement penalty for wearing any amount of armour that would typically reduce Movement, and improve their armour save by one (two if the mount is wearing barding). They also use different weaponry bonuses. Many mounts have their own Attacks, which are used in their own profile in addition to the attacks of the rider. All attacks against a mounted unit are resolved against the rider, with the rider and mount both being slain on death.

Horse (3)

War Horse (6)

Giant Wolf Mount (8)

Hand Weapons (1)

+1 to Hit against footsoldiers shorter than 10 feet. This bonus is lost if the wielder has been Pushed Back in the previous Turn.

Improvised Weapons (0)

Daggers (1)

Flails (2)

Lances (2)

Spears (1)

Missiles

Ranged Weapons are typically two-handed, preventing the use of shields.

Flaming Missiles (1)

Brazier (2)

Bow (2)

Weapon Range Strength Save Modifier
Bow 24 3 None

Shortbow (1)

Weapon Range Strength Save Modifier
Shortbow 16 3 None

Longbow (3)

Weapon Range Strength Save Modifier
Longbow 30 3 Degrades armour save by 1 if target is within half Range

Crossbow (3)

Weapon Range Strength Save Modifier
Crossbow 30 4 Degrades armour save by 1 if target is within half Range

Repeating Crossbow (4)

Weapon Range Strength Save Modifier
Repeating Crossbow 16 3 None

Throwing Weapons (1)

Weapon Range Strength Save Modifier
Throwing Spear/Axe 4 As Shooter Degrades armour save by 1
Throwing Knife/Dart 6 As Shooter None
Javelin 8 As Shooter None

Sling (1)

Weapon Range Strength Save Modifier
Sling 18 3 None

Blowpipe (1)

Weapon Range Strength Save Modifier
Blowpipe 12 1d6 None

Improvised (0)

Weapon Range Strength Save Modifier
Improvised 3 Shooter -2 Improved by 1
Gunpowder

Gunpowder is typically very slow but powerful. Gunpowder weapons may only be purchased if your Warband includes Dwarves.

Arquebus (3)

Weapon Range Strength Save Modifier
Arquebus 24 4 -1 at 12 or less, -2 at 6 or less

Blunderbuss (2)

Weapon Range Strength Save Modifier
Blunderbuss 8 3 -2
Blunderbuss 8-16 1 None

Pistols (2)

Weapon Range Strength Save Modifier
Pistols 6 4 -1
-2 in Hand to Hand

Grenades (2)

Weapon Range Strength Save Modifier
Grenades 6 3 -2

Torinoko Grenades (1)

Weapon Range Strength Save Modifier
Torinoko Grenades 6 Special None

The effect of a torinoko grenade depends upon its type, but otherwise follow standard Grenade rules.

Explosive grenades have a Strength of 2.

Flash grenades render targets incapable of anything other than movement provided they are adjacent to someone who is not blinded. Blinded characters are hit automatically in combat. Blindness lasts until the end of the following turn.

Firecracker grenades reduce target Initiative and Weapon Skill by 1 until the end of the following close combat round.

Armour

Armour reduces the Movement of most creatures based on the bulk of the armour carried, and always causes the character wearing it to lose magical effectiveness - for each point of armour, all spells cost an additional Magic Point to cast.

Light Armour (2)

Heavy Armour (3)

Shield (1)

Barding (4)

Standards and Musicians

Standards and Musicians improve morale and coordination on the field, but are also targets of enemy attack.

Musicians

Unit Standards

Army Standards

Random Magic Item

See the Random Magic Item table.

Must be purchased by a Wizard.

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